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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -166,6 +166,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issue with RAS build fail when LOD was missing a renderer
- Fixed an issue where sometime a docked lookdev could be rendered at zero size and break.
- Fixed an issue where runtime debug window UI would leak game objects.
- Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness.

### Changed
- Changed Window/Render Pipeline/HD Render Pipeline Wizard to Window/Rendering/HDRP Wizard
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Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,10 @@ void FitToStandardLit( SurfaceData surfaceData
ZERO_INITIALIZE(StandardBSDFData, outStandardlit);

// Output is not to be lit
outStandardlit.emissiveAndBaked = surfaceData.color * GetInverseCurrentExposureMultiplier() + builtinData.emissiveColor;
//Note: we have to multiply everything with the inverse exposure, since the result buffer expects everything to be 'pre exposed'.
//Is important to know too that we are applying InverseCurrentExposure twice (since this is just for reflections). Once when generating the material emissive value,
//and once more for render target storage.
outStandardlit.emissiveAndBaked = (surfaceData.color + builtinData.emissiveColor) * GetInverseCurrentExposureMultiplier();
outStandardlit.isUnlit = 1;

// Be cause this will not be lit, we need to apply atmospheric scattering right away
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